Java-Gaming.org
Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
Featured games (78)
games approved by the League of Dukes
Games in Showcase (406)
games submitted by our members
Games in WIP (293)
games currently in development
News: Read the Java Gaming Resources, or peek at the official Java tutorials
 
    Home     Help   Search   Login   Register   
Pages: [1]
  ignore  |  Print  
  [SOLVED] Z order best practise  (Read 1927 times)
0 Members and 1 Guest are viewing this topic.
Offline Mickelukas

JGO Ninja


Medals: 39
Projects: 2


Java guru wanabee


« Posted 2009-08-02 17:57:00 »

Hi gurus Smiley

I was wondering what the advice was when it comes to Z order to avoid tearing. When testing my game on some machines I so far found one (running OpenGL 1.4 on an integrated intel card) that had problems with my z order so the textures ended up inside each other.

My current use is to first draw the ground and then draw things on top of it at (ground z+0.02). This works perfectly well in all cases but one. If the z value is really close to the camera it still works, but when the z value gets further from the camera it doesn't work anymore (I guess that the 0.02 is too small a part when z is 20 smaller than the camera but when it is 3 it works fine).

Any ideas? What is the best solution for it when you want to have it run on intel integrated cards?

Thanks a ton in advance,
Mickelukas

Offline tom
« Reply #1 - Posted 2009-08-02 20:28:38 »

glPolygonOffset(float factor, float units)

Offline Mickelukas

JGO Ninja


Medals: 39
Projects: 2


Java guru wanabee


« Reply #2 - Posted 2009-08-02 21:09:24 »

Short but nice answer Wink

I was pretty much doing that already but with my own offset function. I'll use the OpenGL one and test it on the old computer Smiley

Thanks!

Games published by our own members! Check 'em out!
Play the free demo of Revenge of the Titans!
Offline Mickelukas

JGO Ninja


Medals: 39
Projects: 2


Java guru wanabee


« Reply #3 - Posted 2009-08-02 21:44:35 »

I read somewhere that using polygon offset has a performance hit but I didn't notice anything.

I implemented it and it worked like a charm on the old integrated intel card.

Thanks!

Pages: [1]
  ignore  |  Print  
 
 
You cannot reply to this message, because it is very, very old.

Play Revenge of the Titans! The situation is critical. We need fancy commanders to defend Earth, the moon, Mars!
 
Browse for soundtracks for your game!

Add your game by posting it in the WIP section,
or publish it in Showcase.

The first screenshot will be displayed as a thumbnail.

The invasion has landed! On Mars! And you're there to beat 'em!
cubemaster21 (84 views)
2013-05-17 21:29:12

alaslipknot (92 views)
2013-05-16 21:24:48

gouessej (123 views)
2013-05-16 00:53:38

gouessej (117 views)
2013-05-16 00:17:58

theagentd (127 views)
2013-05-15 15:01:13

theagentd (114 views)
2013-05-15 15:00:54

StreetDoggy (158 views)
2013-05-14 15:56:26

kutucuk (180 views)
2013-05-12 17:10:36

kutucuk (180 views)
2013-05-12 15:36:09

UnluckyDevil (187 views)
2013-05-12 05:09:57
Complex number cookbook
by Roquen
2013-04-24 12:47:31

2D Dynamic Lighting
by Oskuro
2013-04-17 16:46:12

2D Dynamic Lighting
by Oskuro
2013-04-17 16:45:57

2D Dynamic Lighting
by Oskuro
2013-04-17 16:23:20

Noise (bandpassed white)
by Roquen
2013-04-05 17:36:01

Noise (bandpassed white)
by Roquen
2013-04-03 16:17:38

Java Data structures
by Roquen
2013-03-29 13:21:12

Topic Request
by kutucuk
2013-03-22 21:42:01
Powered by MySQL Powered by PHP Powered by SMF 1.1.18 | SMF © 2013, Simple Machines | Managed by Enhanced Four Valid XHTML 1.0! Valid CSS!
Page created in 0.092 seconds with 20 queries.